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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Fozzie
C C P C C P Alliance
8257
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Posted - 2013.11.13 12:04:00 -
[1] - Quote
Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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PavlikX
You are in da lock
103
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Posted - 2013.11.13 12:06:00 -
[2] - Quote
First
HQ unit. Same as comand ships in theory, but with more bonuses, possibilities and price to the fleets. |
Arthur Aihaken
The.VOID
519
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Posted - 2013.11.13 12:15:00 -
[3] - Quote
CCP Fozzie wrote:Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? Hehe, you have to do that one. I am currently away, traveling through time and will be returning last week. |
Cassius Invictus
Thou shalt not kill
62
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Posted - 2013.11.13 12:15:00 -
[4] - Quote
CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures!
Forgive me CCP Fozzie for maybe being blind but up to date I have not seen stats for the new structures. I you would publish them that would give us boudries to make new proposals. Again sorry if they float around somewhere and I've missed it... |
Koban Agalder
Future Corps Sleeper Social Club
15
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Posted - 2013.11.13 12:16:00 -
[5] - Quote
Stationary (geostationary) orbital bombardment unit/cannon.
But anchorable guns (with limited lifespan, and no possibility to anchor them nearby POS/gates/stations) would be interesting. James Arget for CSM 8!-áhttp://csm.fcftw.org-á |
Ragnar Alestorm
Bacon Empire
3
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Posted - 2013.11.13 12:16:00 -
[6] - Quote
a structure to reskin command ships to their pre-rubicon skins. thanks. oh...and an ore compressing structure would be nice as well.
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Hulasikali Walla
Never Mind the Bollocks
36
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Posted - 2013.11.13 12:19:00 -
[7] - Quote
An ore mining/refining/compressing structure for ninja mining |
Zimzat
The Bastards The Bastards.
5
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Posted - 2013.11.13 12:19:00 -
[8] - Quote
Mobile ORE compressor
Mobile Salvager Unit
Mobile Pirate Command (Temporary Concord switch( No Police in system till unit destroyed, Highsec OFC), like the cyno Jammer) |
DrLSpaceman
Science and Trade Institute Caldari State
0
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Posted - 2013.11.13 12:19:00 -
[9] - Quote
Webbing Structures akin to Stasis Towers would make gate camps just a little more interesting... |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
1999
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Posted - 2013.11.13 12:19:00 -
[10] - Quote
Mobile Manufacturing/Research Arrays, not tied to POS.
Ideally which you can rent out slots on to people from an in system station. (Then remove/reduce highsec industry slots), with player set limits on run times and so on.
I'd quite like them to be built off a ship, so you can kit it out with specific modules, giving them specific slots when anchored.
Something like https://www.fuzzwork.co.uk/2013/08/03/modular-assembly-arrays-and-labs/ Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |
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CCP Fozzie
C C P C C P Alliance
8258
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Posted - 2013.11.13 12:20:00 -
[11] - Quote
Cassius Invictus wrote:CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures! Forgive me CCP Fozzie for maybe being blind but up to date I have not seen stats for the new structures. I you would publish them that would give us boudries to make new proposals. Again sorry if they float around somewhere and I've missed it...
They are all up and seeded on Sisi right now, and there's quite a bit of discussion of their stats in the Test Server forums. There's also a dev blog coming very soon that discusses some of the stats. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Cassius Invictus
Thou shalt not kill
62
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Posted - 2013.11.13 12:20:00 -
[12] - Quote
Ragnar Alestorm wrote: a structure to reskin command ships to their pre-rubicon skins. thanks. oh...and an ore compressing structure would be nice as well.
Nasty... +1 :) |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
1999
|
Posted - 2013.11.13 12:20:00 -
[13] - Quote
Covert Cyno detector.
Monuments. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |
Chitsa Jason
Future Corps Sleeper Social Club
832
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Posted - 2013.11.13 12:21:00 -
[14] - Quote
Structure which changes or creates wormhole effects everyhere in system or on grid.
Structure which makes new sites to not spawn in system unless destroyed. CSM8 Member Twitter:-á@ChitsaJason Skype: Casparas
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Bairfhionn Isu
EVE University Ivy League
20
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Posted - 2013.11.13 12:24:00 -
[15] - Quote
Jump Portal Structure or Jump Bridge Structure. Independant of POS/Titan. Make it big and expensive so you need some serious logistic to have it
It could make things way more interesting in Low/Null |
AskariRising
State Protectorate Caldari State
20
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Posted - 2013.11.13 12:25:00 -
[16] - Quote
CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures!
A structure that cause the same phenomena found in dead space pockets... something that keeps people from warping to your location, within 250km. |
Highfield
Vanishing Point. The Initiative.
25
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Posted - 2013.11.13 12:25:00 -
[17] - Quote
- Mining Protection Unit
Deployable mod that needs fuel (cap booster charges and/or an energy transfer feed perhaps) and acts as a defensive mod for mining fleet. DPS is based on the size of the cap booster charge, with navy 800s + energy transfer giving enough punch to kill the highest level nullsec spawn.
- Bomb Defense Unit
Structure that gives specialist defense options against bombing runs. Uses the almost obsolete Defender missiles as ammo and autofires on bombs. Optional: have it operated by a player, who has to initiate the module's defensive options Several of these are anchorable on a grid, with |
Arthur Aihaken
The.VOID
519
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Posted - 2013.11.13 12:27:00 -
[18] - Quote
A communications structure that completely disables local while deployed. I am currently away, traveling through time and will be returning last week. |
Azami Nevinyrall
Red Federation RvB - RED Federation
1349
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Posted - 2013.11.13 12:28:00 -
[19] - Quote
Local cloak detector...
All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...
-edit-
Mobile Command Unit...
Give feet members on grid bonuses, only FC or wing commanders may drop unit...
Lasts 30mins...give it a fuel bay, different units give different bonuses... Support my (possibly dumb) Ideas!! Worm Rebalance!!! |
Khador Vess
Blue Republic RvB - BLUE Republic
85
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Posted - 2013.11.13 12:29:00 -
[20] - Quote
Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time.... I used to have a forum sig, but CCP SocksFour stole it.... |
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DarklordKarn
North Eastern Swat Pandemic Legion
26
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Posted - 2013.11.13 12:29:00 -
[21] - Quote
A deployable module that decrease tidi and reinforces that node.. |
DarklordKarn
North Eastern Swat Pandemic Legion
26
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Posted - 2013.11.13 12:30:00 -
[22] - Quote
a selection of small novelty 'pet' type ships that randomly orbit me, and keep me company while mining.
tiny pet Rifter..... ahhhhh |
Zimzat
The Bastards The Bastards.
5
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Posted - 2013.11.13 12:31:00 -
[23] - Quote
DarklordKarn wrote:A deployable module that decrease tidi and reinforces that node..
Rather that can reverse TIDI + speed to save the nodes. |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
1999
|
Posted - 2013.11.13 12:32:00 -
[24] - Quote
Customs Station. Scans passing traffic and notifies about contraband. Initially low sec and sov null only.
In low, pilots go suspect, depending on the empire's policies
In sov null, the sov holder can mark things as contraband. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |
Abdiel Kavash
Paladin Order Fidelas Constans
1675
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Posted - 2013.11.13 12:32:00 -
[25] - Quote
Broadcast towers that periodically send a user-defined message in local. |
crazy0146
The Federation of assorted candy
20
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Posted - 2013.11.13 12:34:00 -
[26] - Quote
- Mini trade hub Structure that allows players to trade between others without having to dock in a station, eg. in wormholes.
Mobile Manufacturing/Research Arrays, not tied to POS.
Ideally which you can rent out slots on to people from an in system station. (Then remove/reduce highsec industry slots), with player set limits on run times and so on.
This^^
What i would really like to see are more structures similar to poco's in that a player can deploy one and set a tax rate to use them. |
DarklordKarn
North Eastern Swat Pandemic Legion
26
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Posted - 2013.11.13 12:34:00 -
[27] - Quote
Giant mobile disco ball, that plays random sci-fi theme tunes, while shooting disco lasers and fireworks !! |
Bubanni
ElitistOps Pandemic Legion
794
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Posted - 2013.11.13 12:37:00 -
[28] - Quote
CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures!
Sure I might have an idea or two...
Mobile jump bridge/stargate. This would be a temporary connection between two systems, unlike the normal jumpbridge or stargate, it would not be on the on the overview... You can scan it down, and place it without sov. The limitations could be range, limited time, price, and a limit on how many can use it at the same time.
It would be easy to destroy, not have reinforce timer and such Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1658
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Posted - 2013.11.13 12:38:00 -
[29] - Quote
Structure that you can place next to an fw ihub that would make it tick down for a couple of days until finally it turns into a neutral unowned area that spawns no plexes that either side of FW can use until it is reinforced and used.
This module should give no benefits what so ever to anyone who happens to pick it up other than being able to keep dirty fw plexers out of the system.
I don't want to be a part of FW.
I do however think we should have a way to **** with FW for the sake of ******* with them. BYDI recruitment closed-ish |
marVLs
506
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Posted - 2013.11.13 12:39:00 -
[30] - Quote
Slo-Mo aka TiDi field (like in Unreal Tournament 3) would be cool but probably wont work well because of that grief with it :D
Smartbombing structure?
REPing, CAPing, NOSing, WEBing structures
Mobile turrets, missile launchers with new ship class with bonuses to them hmm cool |
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